////////////////////////////////////////////////////////////
//
// Copyright (C) 2016 Noah Zuo (noahzuo1994@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
//    you must not claim that you wrote the original software.
//    If you use this software in a product, an acknowledgment
//    in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
//    and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#pragma once

#include "Components/PoseableMeshComponent.h"
#include "CustomPoseableMeshComponent.generated.h"

/**
 * This is the CustomPoseableMeshComponent you needed to create a ghost mesh. 
 */
UCLASS(ClassGroup = Rendering, hidecategories = (Object, Physics), config = Engine, editinlinenew, meta = (BlueprintSpawnableComponent))
class GHOSTMESH_API UCustomPoseableMeshComponent : public UPoseableMeshComponent
{
	GENERATED_BODY()

public:
	UFUNCTION(BlueprintCallable, meta = (DisplayName = "Pose Mesh", Keywords = "skeletal Pose"), Category = "GhostMesh|Mesh")
	void MakePoseBySkeletalMesh(USkeletalMeshComponent* SkeletalMeshComp);
};
